SkeletalAnimation.h 2.7 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374
  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Sample.h"
  25. namespace Atomic
  26. {
  27. class Node;
  28. class Scene;
  29. }
  30. /// Skeletal animation example.
  31. /// This sample demonstrates:
  32. /// - Populating a 3D scene with skeletally animated AnimatedModel components;
  33. /// - Moving the animated models and advancing their animation using a custom component
  34. /// - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
  35. /// over a large area (typically used in outdoor scenes for shadows cast by sunlight)
  36. /// - Displaying renderer debug geometry
  37. class SkeletalAnimation : public Sample
  38. {
  39. ATOMIC_OBJECT(SkeletalAnimation, Sample)
  40. public:
  41. /// Construct.
  42. SkeletalAnimation(Context* context);
  43. /// Setup after engine initialization and before running the main loop.
  44. virtual void Start();
  45. protected:
  46. private:
  47. /// Construct the scene content.
  48. void CreateScene();
  49. /// Construct an instruction text to the UI.
  50. void CreateInstructions();
  51. /// Set up a viewport for displaying the scene.
  52. void SetupViewport();
  53. /// Subscribe to application-wide logic update and post-render update events.
  54. void SubscribeToEvents();
  55. /// Read input and moves the camera.
  56. void MoveCamera(float timeStep);
  57. /// Handle the logic update event.
  58. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  59. /// Handle the post-render update event.
  60. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  61. /// Flag for drawing debug geometry.
  62. bool drawDebug_;
  63. };